I dont know about you, but plants versus zombies game, i didn't have the motivation there. I really think it was because it was a game that everyone probably played, everyone got bored of, and then its just another browser game, etc. etc. There seemed like there was no meat left on the bone for that one. My motivation comes from the thought that when we are done, that people will play it and enjoy playing it, and a mimic of plants vs zombies, seems...well...why would you play ours when you can play the real thing. I know it is still educational, but the motivation was just not there.

I like programming with you guys. It was interesting, and i learned quite a bit just from a few modules. I would like to do it again. But maybe this time with a game idea that has some originality? I forsee a game that has some originality... a game that i would keep coming back to, and maybe others as well, to work on over months and months.

How about a very simple human vs. computer strategy game? If we keep the complexity down, the game could be implemented in different GUI toolkits.

I implemented this game many years ago on an Apple II+. (That was quite a few years ago...) The simple version of the game starts with two piles of tokens. The human and computer take turns removing tokens from the two piles with the following rule: you can take any number of tokens from one pile, or the same number of tokens from both piles. To win, you need to remove the last token.

To make the game more difficult, the number of piles can be increased. Different moves are now possible with three piles: remove from only 1 pile, remove the same number from any 2 piles, or remove the same number from any 3 piles.

The programming can be split into two tasks: the GUI and the strategy. It would be ideal to make the GUI and strategy components completely independent. The GUI could be written with any toolkit - Pygame, PyQt, Tkinter, wxWindows,... The logic for the computer's moves could be developed separately. The strategy for optimal play with 2 piles is fairly simple. I don't know of a strategy (other than brute-force) for 3 or more piles but I'm sure there is an optimal strategy.

There are so many resources out there on the net. I google sounds/music/spritesheets/images/tilesets for 2d games, and i could spend hours searching through sites with free stuff. With some authorized to use in commercial games for free as well. And yes, the people who made them are going to know that you are using their tileset, spritesheet, etc.. Most likely though the poeple that play your game is not going to know that they are not even your sprites. As long as you are allowed to use them in commercial, etc.viewtopic.php?f=21&t=5065&p=13093#p13093

Say a user sees the same graphics in two games.Instead of making the assumption that both people used the same free resources, they instead assume that the second game they saw them in stole them from the first.

Anyway, if nothing else it is a place to start to get good looking placeholders until the point you can potentially make/afford custom art.

I came across this game in steam. It intrigues me because there are no sprites. Just shows what you can do without even one sprite. The part i like best in the video is the level changes along with the music.http://game140.com/

I was considering the idea of writing a platformer with two characters; both of whom were controlled by one person. Each character would be subject to their own gravitational fields and would have objects to interact with that switched either their own, or their partner's gravity. It would be a puzzle platformer.

Currently it is of course only an idea; also known in the gamedev industry as worthless.

Of course, I'm assuming that what you are referring to is where you hit the arrow keys and it moves both of the avatars at the same time. In the magician game, there were some that moved in the same direction as the main sprite, and some that moved in a mirror (you hit the left key, the other one moves to the right).

We could add our own environmental conditions (a "mirror sprite" could fall to the ceiling, for example, or rotate key directions (hitting left would make the mirror duck, up would make the mirror go right, right would make the mirror duck, and down would make the mirror go left)). (HELP! Nested parentheses! We're all going to die!)

At any rate, we need to pick an idea to work on so we know what to do.

GitHub project watching game. There could be a drafting phase where the people in the "league" get to pick 5 GitHub projects (player 1 picks first, player 2 picks first, player 3 picks first, player 1 picks second, etc.), followed by a play phase where the people wait a month and whoever has the most points wins.

Points could be awarded by number of contributors, number of commits, whether it's on the Explore front page, size of project, etc.